This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move.

The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.

Almost always goes first, but fails if the target doesn't select a move that will damage the user or its allies. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority.

Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off.

Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off.

Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off.

For three turns, the target becomes immune to Ground-type moves, entry hazards Spikes and Toxic Spikes, and the Arena Trap ability, but all other moves except for one-hit KO moves have perfect accuracy against the target. The moves Gravity or Ingrain and the hold item Iron Ball negate this effect and prevent this move from succeeding.